Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic
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@@ -1,46 +1,46 @@
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#pragma once
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include "Map.h"
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class Ray {
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private:
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// The Tail of the vector
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sf::Vector3<float> origin;
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// Direction / Length of the vector
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sf::Vector3<float> direction;
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// The incrementing points at which T intersects int(X, Y, Z) points
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sf::Vector3<float> intersection_t;
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// The speed at which the ray climbs.
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// Take the slope of the line (1 / cartesian.x/y/z) = delta_t.x/y/z
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sf::Vector3<float> delta_t;
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// The 3d voxel position the ray is currently at
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sf::Vector3<int> voxel;
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// The 2d pixel coordinate
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sf::Vector2<int> pixel;
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// Reference to the voxel map
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Map *map;
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// The dimensions of the voxel map
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sf::Vector3<int> dimensions;
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public:
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Ray(
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Map *m,
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sf::Vector2<int> resolution,
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sf::Vector2<int> pixel,
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sf::Vector3<float> camera_position,
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sf::Vector3<float> ray_direction
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);
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sf::Color Cast();
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};
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#pragma once
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include "Map.h"
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class Ray {
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private:
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// The Tail of the vector
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sf::Vector3<float> origin;
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// Direction / Length of the vector
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sf::Vector3<float> direction;
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// The incrementing points at which T intersects int(X, Y, Z) points
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sf::Vector3<float> intersection_t;
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// The speed at which the ray climbs.
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// Take the slope of the line (1 / cartesian.x/y/z) = delta_t.x/y/z
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sf::Vector3<float> delta_t;
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// The 3d voxel position the ray is currently at
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sf::Vector3<int> voxel;
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// The 2d pixel coordinate
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sf::Vector2<int> pixel;
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// Reference to the voxel map
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Map *map;
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// The dimensions of the voxel map
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sf::Vector3<int> dimensions;
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public:
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Ray(
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Map *m,
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sf::Vector2<int> resolution,
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sf::Vector2<int> pixel,
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sf::Vector3<float> camera_position,
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sf::Vector3<float> ray_direction
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);
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sf::Color Cast();
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};
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